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Return to Panda Features in Development
by birukoff » Fri May 16, 2008 9:48 am
Feature request: box collision solid.
Thanks to pro-rsoft for his shadow mapping feature for the shader generator!
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birukoff
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by Cyan » Sun Jun 08, 2008 1:57 am
Impostors for LODing. Maybe I can help with this one?
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Cyan
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by MattL920 » Sat Jun 14, 2008 6:08 pm
A package for MacOSX so we can easily install it without having to compile from source (which never seems to want to work properly on osx, even with all the instructions I've found on how to do that).
There are already installers for windows and linux, doesn't seem fair that Mac users are left out from the party! 
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by timoshii » Thu Jul 31, 2008 2:38 pm
autoshader addon....automatic ocean shader that also applies moving waves or does that belong in the physics departmen? anyway I need an ocean/lake shader that would be cool.  and i say autoshader b/c maya has such feature as to add an ocean shader to a texture and for panda to automatically read this it would be nice 
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by rdb » Thu Jul 31, 2008 3:11 pm
MattL920, your request is being granted. I just finished the new OSX support of makepanda, including automatic installer binary generation.
Im just polishing it off right now.
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by MattL920 » Thu Jul 31, 2008 5:09 pm
Pro, you just made my day! I can't wait til you finish it up so I can give it a try!
Out of curiosity, is this for version 1.5.2 or 1.5.3?
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by rdb » Fri Aug 01, 2008 6:55 am
Uhm, it depends on patches that are only recently checked into CVS, so I guess it would work on both, but you'd have to apply a few patches for the former.
Since I coded everything into makepanda this will also be working for future releases.
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by treeform » Fri Aug 01, 2008 1:50 pm
pro-rsoft is a star!
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by Manux » Fri Aug 01, 2008 1:58 pm
Hmm...
work out problems with buffers?
(offscreen, depth,...)
@pro-rsoft: I'll PM you right when I can access my Mac, so I can give a try to your work

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Manux
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by DDd » Mon Jan 19, 2009 2:21 pm
Necroside wrote:Hi everyone I'm a new programmer learning python and Panda3D, Just wondering if anyone knows a behaviour tree editor (just like the one bungie studios used in halo (there are some screeshoots around)) or it's possible to be implemented in panda in the future. It's a good choice because a designer can just use it to AI and we (programmers) can dedicate the time to something else.
Thanks
BTW Forgive my bad english
There may be a few BT editors available, but none in python that i know off. I point you to aigamedev.com forums, ask around there for AI editors.
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by King_of_Z » Mon Feb 16, 2009 11:14 am
Level editor that can be used with .egg files as well as .x models.
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by T Rex » Thu Feb 19, 2009 3:34 pm
I know that there has been code submitted on the forums to convert an object's 3D coordinates to 2D screen coordinates, but I think that NodePath should have a built in method to do this.
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by rdb » Thu Feb 19, 2009 3:45 pm
Nope, because if you have multiple windows or buffers, the position will always be different. It's not a NodePath-specific thing. Since it's different per lens, it should be a method of Lens, (which is what it is now).
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rdb
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by T Rex » Thu Feb 19, 2009 4:03 pm
Oh, so I was just looking in the wrong place... Cool.
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by King_of_Z » Wed Apr 08, 2009 8:39 am
2 requests:
Box Collision solids
GLSL shader support
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by mavasher » Mon May 18, 2009 3:54 pm
I have a feature request:
I think Josh was working on this in past but it never made into the program. I think it would be very cool if TexGen (cubemaps, etc.) could be combined with the ShaderGenerator.
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by rdb » Tue May 19, 2009 1:05 am
Yeah, fixing Josh' unfinished shader generator features is a top priority on my todo list.
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by rdb » Thu May 21, 2009 2:15 pm
Josh Yelon wrote:I now have a standing offer: anybody who wants to add a small feature to panda can ask me for help, and I'll walk you through the process. I'll help you find the classes you need in the source tree, I'll explain how they work, I'll explain how to extend them - I'll even go so far as to work on the code side-by-side with you through VNC. My hope is that you'll get the hang of working on panda, and that in time, you'll become a panda developer yourself.
I've just reopened this offer.
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by rdb » Thu Jul 02, 2009 11:42 am
ASerdar wrote:2.) Includes for shaders, being able to assign separate vertex and pixel shader files.
Just checked in this feature.
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by Marcc3d » Sun Jul 05, 2009 5:32 pm
I have feature request, I don't know if it will be possible, but it would be great if panda could have a browser support as Unity3D has. I am think to do 3d small games with Panda, aka advergames, to do that, panda needs a browser support, otherwise I need to learn how to use Unity3D, I would like to continue with panda for all my purposes. Thx 
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by drwr » Mon Jul 06, 2009 12:36 am
Did you look at this thread, seven posts down in this same forum? I've been working diligently on adding this precise feature. If you like using Panda, then go ahead and develop your game using Panda; by the time you are done, the browser support will be ready.
David
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by Marcc3d » Mon Jul 06, 2009 1:36 am
Sory David for the post without seeing the entire forum, after the post I could see you are already working on it. Many thanks for the effort to bring Panda to the browser.
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by Praios » Sun Jul 12, 2009 4:12 am
A local tone mapping operator and a builtin to-greyscale postprocesssing filter would be cool - for example for imitating dark adaptation.
Of course a tone mapping operator just for that would be great, too.
I'd try to implement this myself but I have no idea about writing shaders and all this implementing stuff.
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by rdb » Sun Jul 12, 2009 4:50 am
I did actually plan to have such a filter in my game project, so sooner or later, if it's not already there, I'd implement that.
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by King_of_Z » Mon Jul 13, 2009 8:13 am
I jUst about to request this feature...
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by bloodrush » Sun Aug 09, 2009 1:03 am
OSX Tiger binary.
It's so cool how Panda3D works on all platforms including OSX but my system is not capable of running leopard and I am having trouble compiling the source under Tiger. I hope they include an OSX Tiger Binary on the download page as well.

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by rdb » Sun Aug 09, 2009 1:04 am
Give me a tiger machine and it's done 
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by ynjh_jo » Wed Aug 12, 2009 7:51 pm
1. Make PNMImage to respect dynamically changing model paths
2. --no-tinydisplay option to makepanda
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by SheepWillPrevail » Thu Aug 13, 2009 2:16 pm
I'm interested in integrating amBX. I like native coding and am familiar with its SDK.
Is there a skeletal structure for native bound 'direct'(/Python) objects? Or, maybe some documentation which describes a kind of template for adding these kind of modules.
A big win imho would be easier building of the 'direct' source tree. Having to use Cygwin is a bit bothersome, but nothing major.
BTW, to any of the devs of Panda3D out there; wow, what an amazing piece of work you have created! It even taught me to love Python. Thank you 
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